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๐งต Untitled Thread
Anonymous at Mon, 28 Jun 2021 10:06:33 UTC No. 835709
>Just doin' some R'n'D, bro
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Anonymous at Mon, 28 Jun 2021 14:36:41 UTC No. 835741
>used VEX to take a dot product once
FUCK OP IN HIS RANCID ASSHOLE at Mon, 28 Jun 2021 15:03:27 UTC No. 835743
This thread offers us nothing.
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Anonymous at Mon, 28 Jun 2021 15:33:56 UTC No. 835746
>>835743
I'm working on some top secret stuff, bro.
Expecting a call from Man V Machine any second now.
Anonymous at Mon, 28 Jun 2021 16:00:48 UTC No. 835749
>>835746
Looks amazing, where is the .hip? Please give your work to me for free.
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Anonymous at Mon, 28 Jun 2021 16:15:22 UTC No. 835752
>>835749
Here you go, bro. Just change it up a bit so it doesn't look obvious you copied.
Anonymous at Mon, 28 Jun 2021 16:17:26 UTC No. 835753
>>835752
Thanks bro! This will look great in my reel
Anonymous at Tue, 29 Jun 2021 17:22:43 UTC No. 836001
>>835746
how did you learn this?
Anonymous at Tue, 29 Jun 2021 17:28:54 UTC No. 836002
>>836001
https://youtu.be/O4XC08Gd9uw?t=731
and
https://www.youtube.com/watch?v=VIW
have everything you need for the basic set up
Anonymous at Wed, 30 Jun 2021 14:46:04 UTC No. 836210
>>835709
Blendlets won't understand. They're too busy learning how to put sprinkles on donuts.
Anonymous at Fri, 2 Jul 2021 23:17:00 UTC No. 836698
actually, i've run into a real houdini problem now and i'm just going to use this shitpost to ask a question:
vellum hair of different thickness driven by pscale - already know how to do this, but, i need some way to resample curves/polylines relative to their pscale so i get good resolution per prim in velum while also not making the solver freak out / reset pscale
Anonymous at Fri, 2 Jul 2021 23:54:02 UTC No. 836703
>>836698
So you want larger pscale to result in coarser (longer) segments? I don't think the resample sop supports what you want to do, but I would try this:
- Resample curve to maximum fidelity.
- Point wrangle, store length of point-previous point segment.
- In a detail wrangle walk the curve points from 0 to @numpt-1 and sum the individual segments:
point 0 is initial reference point.
if the total length is less than pscale mark the point for deletion.
if the total length exceeds pscale mark the point as the new reference point.
- Delete all marked points.
Probably buggy but idk, it's a start.
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Anonymous at Sat, 3 Jul 2021 00:00:53 UTC No. 836705
>>836703
thanks, i've managed to put this jank ass shit together after i posted that.
i'll see if it works around corners tomorrow or try out your idea.
it doesn't need to be perfect. just decent enough rez for the sim.
Anonymous at Sat, 3 Jul 2021 00:04:58 UTC No. 836707
>>836705
Neat, I thought resample only worked with uniform segment lengths
Anonymous at Sat, 3 Jul 2021 00:07:10 UTC No. 836709
>>836707
it does, i'm not varying pscale along the curve - just different scales per strand (cables, really) so it's a simpler problem than the one you were trying to solve. my bad.
Anonymous at Mon, 5 Jul 2021 15:28:19 UTC No. 837186
Vex implementation of this but with some caveats:
https://catlikecoding.com/unity/tut
https://pastebin.com/qA0KKUEY
Guessing I've screwed up somewhere
Anonymous at Mon, 5 Jul 2021 15:34:45 UTC No. 837188
Vex implementation of this but with some caveats:
https://catlikecoding.com/unity/tut
https://pastebin.com/LUtrcSp4
Guessing I've screwed up somewhere
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Anonymous at Mon, 5 Jul 2021 15:46:55 UTC No. 837191
>>837188
: - )